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  1. #41
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Malzian View Post
    LoL... Yanno, I've actually had healers bitch at me me for popping HG when it seemed like they were about to let me die, "HG? Really? What, you don't trust my healing or something? I'm insulted."
    I sometimes leave it a bit late because I try to trust the healers...and we wipe. Lately I've been getting ready to use it if my HP drops below 10k, then I do use it if it goes below 5k. Last night I had a SUPER close call. 300 HP in Bardam's Mettle and I popped it just before the hit that would have killed me registered.
    (0)

  2. #42
    Player
    Fonkyama's Avatar
    Join Date
    Aug 2013
    Posts
    62
    Character
    Luna Seed
    World
    Moogle
    Main Class
    Marauder Lv 90
    Quote Originally Posted by MrsFluffyButt View Post
    1. Levelling dungeons are generally a no no when it comes to large pulls.
    Ever since the rework on the classes in SB, you'de be surprised how many mobs you can actually pull in leveling dungeons. You can do pretty crazy pulls now as long as the healer only has the tank to heal.
    (0)

  3. #43
    Player
    Ghastly's Avatar
    Join Date
    May 2014
    Location
    Abalathia's Spine
    Posts
    1,146
    Character
    Ast Eryut
    World
    Cactuar
    Main Class
    Warrior Lv 90
    Don't speed run/don't do big pulls and you won't get kicked.
    (2)

  4. #44
    Player
    ZemusM's Avatar
    Join Date
    Aug 2013
    Posts
    46
    Character
    Zemus Altera
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    I have been 70 on my DK for a very long time now and have never been kicked on any roulette, I don't ask parties though if they are good with big or small pulls, I just start with the first pull in a dungeon to gauge the group DPS and healing then go from there accordingly. Always get lots of commendations and complements. What you are going through right now I have never seen before and that sucks man, sorry to hear it. I am so confident on all content on my DK though that there should be no problems in PUG groups. That said though when it comes to all of us results may vary depending on server and cluster.
    (1)

  5. #45
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    if the DDs don't know how to AoE (Fire IV when the tank pulled 6 mobs) or don't bring the skills to support a such a situation (Goad, Refresh, Tactician) there is no point in pulling so many mobs. it just puts unnecessary stress on tanks and healers.
    (6)

  6. #46
    Player
    Maeka's Avatar
    Join Date
    Apr 2014
    Posts
    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    I feel that Stormblood content was NOT meant to be speedrun.

    Oftentimes there are barriers between trash pulls that force you to kill the trash before moving on, and other times said trash mobs hit like trucks. I'm kinda thinking that SE doesn't WANT us to mass-pull, and I can kinda understand why. It is kinda stressful for healers. Now, instead, they gave us huge enemy pulls that are meant to be all pulled at once (such as the cargo crates in Castrum Abania).

    There's no real reason to speedrun these dungeons, and if mass pulls are done, I would say two groups max unless maybe you have a WHM.


    One thing I'm getting kinda tired of, and I know it ain't their fault, is seeing SCHs in a group. If you see a SCH, please don't mass pull, regardless if they tell you they can handle it. 99% of the time, they can't. No offense to the players who play SCH, but the class has been nerfed so hard I simply don't trust SCH healers anymore. They can't keep me alive whatsoever, and I am spamming Clemency just to stay alive.

    I had to do Castrum Abania for the first time with a SCH healer, and they could barely keep me alive even with me popping cooldowns as often as I could, and me spamming Clemency like it's candy and that's to say nothing about the final boss.
    (6)

  7. #47
    Player
    Misutoraru's Avatar
    Join Date
    Aug 2013
    Posts
    947
    Character
    Misutoraru Valkyrie
    World
    Cerberus
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ErryK View Post
    Though I think most people are missing the point of the OP... he got kicked for asking if healer wanted big pulls, and the healer said yes, then the healer fails to meet the healing requirements for the pull... or at least, that's one side to the story, cuz we have no clue how OP rotated his CDs. But in all honesty, pulls rely on all three roles at their best, DPS need to be really good at killing things in an appropriate amount of time, healer needs to heal the right amount of HP, perhaps add in some DPS, and the tank needs to rotate their cooldowns.
    Big pulls are a team effort.
    we do not know what happen between the wipe of big pull and the vote kick


    I over estimate my def/healer cure ability/DPS outpull and over pull from time to time in DF

    so far I have only see 1 rage quit in all my failure over pull

    We are too soon to make any judgement, at least OP is trying to make himself look like staying on the good side

    I have no idea what conversation between OP and the rest of group

    but from my experience in DF, i say there definitely more than just over pull-->wipe--->Vote kick

    recently there are lots of friction between tank and heal in random DF dungeon, probably the expansion making both heal and tank rare in DF

    e.g. yesterday night i was doing leveling roulette, got into The Aery, we lose the healer before we even start, soon a JIP healer join, the tank rush to big pull the

    healer is not yet ready, and eventually the tank die, the fight start between tank and healer

    it happening more often with 4.0 introduce

    I am not saying OP is acting this way, but we can never be sure since we could never know what really happen

    but I couldn't stop having doubt there are more than what OP type when he/she got kick so many times
    (0)

  8. #48
    Player
    RyuujinZERO's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    K'hali Thalen
    World
    Goblin
    Main Class
    Scholar Lv 71
    To verify what OP said, DRK has taken some REALLY hard knocks to their survivability. What used t be an acceptable large pull in 3.X is going to tax the healer much harder in 4.0

    DRK cooldowns:
    Shadowskin [15% Mitigation] -> Replaced with Rampart [20% Mitigation] (+5% mitigation)
    Shadow wall [30% Mitigation] -> Unchanged**
    Dark Mind [30% magic mitigation] -> Unchanged
    Dark Dance [20% parry, 20% evasion] -> Replaced with Anticipation [30% parry] (-20% evasion, +10% parry)
    Dark Passenger [Line AoE Blind] -> Cost increased too much to be viable.
    Reprisal [10% damage debuff] -> Duration reduced by 75%, recast time increased 200%
    Delirium [10% INT debuff] -> Removed*
    Souleater [Lifesteal on hit] -> Lifesteal reduced.

    *There is a new namesake skill called Delirium, but it's function is completely unrelated
    **THis is 10% less than the PLD equivalent

    DRK role skills:
    Bloodbath [Hits steal life] -> Removed
    Foresight [20% defence) -> Removed

    All of these small changes when added together, work out to a considerable loss of mitigation over time. The ONLY reason DRK manages to keep it's shit together at level 70, is because the addition of The Blackest Night, which is a 20% overshield on a 15 second cooldown. However this is a bandaid at best, and does nothing to help survivability in sub-70 content.
    (0)
    Last edited by RyuujinZERO; 07-14-2017 at 01:18 AM.

  9. #49
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by RyuujinZERO View Post
    DRK cooldowns:
    Shadowskin [15% Mitigation] -> Replaced with Rampart [20% Mitigation] (+5% mitigation)
    Shadow wall [30% Mitigation] -> Unchanged**
    Dark Mind [30% magic mitigation] -> Unchanged
    Dark Dance [20% parry, 20% evasion] -> Replaced with Anticipation [30% parry] (-20% evasion, +10% parry)
    Dark Passenger [Line AoE Blind] -> Cost increased too much to be viable.
    Reprisal [10% damage debuff] -> Duration reduced by 75%, recast time increased 200%
    Delirium [10% INT debuff] -> Removed*
    Souleater [Lifesteal on hit] -> Lifesteal reduced.

    *There is a new namesake skill called Delirium, but it's function is completely unrelated
    **THis is 10% less than the PLD equivalent

    DRK role skills:
    Bloodbath [Hits steal life] -> Removed
    Foresight [20% defence) -> Removed
    did you even play DRK in HW?
    (0)

  10. #50
    Player
    RyuujinZERO's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    K'hali Thalen
    World
    Goblin
    Main Class
    Scholar Lv 71
    Quote Originally Posted by Starkbeaumont View Post
    did you even play DRK in HW?
    ...uh... yes?

    It's been my main since shortly after HW launched. Did you?

    Just look at the numbers for yourself. There's reductions across across the board, coupled with reduced life-steal. That can ONLY add up to less survivability. We pretty much completely lost the DD/DP evasion combo, the loss of Bloodbath greatly reduced the effectiveness of AoE-Life steals on trash pulls. We gained extra magic mitigation through changes to Rampart and Shadow Wall but, so did PLD and WAR (And they have stronger mitigation to begin with), and we lost old Delirium which provided extra magic mitigation of a sort.

    The QoL changes to MP recovery were nice at least and made MP management easier I guess?
    (0)
    Last edited by RyuujinZERO; 07-14-2017 at 01:28 AM.

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